DBD Suggestions Megathread (Killer POV)

Hello, dear (hopefully) devs and/or similar BHVR workers. If you do read this, please type something related or unrelated below so i can at least clear my conscience knowing that people actually read these!

Now with that aside, i will list hopefully many things. Im hoping people will add their ideas in the comments as well.


1- Survivors can hold the game hostage, and Killers cant prevent it. During a 3-gen situation, Survivors are able to at least get theirselves killed by forcing theirselves towards the objective. The Killer either lets the generators progress, or has to down someone, inevitably killing them.

Killers do not have this luxury. I've had several games where the last 2-3 Survivors hid around the map, refusing to do generators. Games like these end in two ways. Either they make a mistake and you find them, or the game doesnt end. There's nothing a Killer can do in a situation where the Survivors just want to play hide and seek with no timer what-so-ever. I have come up with a strategy though, but it only works in a 3-gen. You sit in the middle, pretend to be AFK, alt tab into YouTube, watch some videos until you hear generator progress.

Now obviously this isnt a good thing for the game. So my suggestion is that if no generators pop within 20 minutes, starting from the last one, the Killer gets a "tactical" victory. The Entity kills off the remaining Survivors, and the match ends with all kills counting as hook sacrifices. 20 minutes is a long time, so its pretty impossible for it to be an accidental or Killer-induced stalemate for that long.


2- Hatches. Same issue as the previous one. Hatches, although are a last chance for a poor Survivor who didnt have a great time with their team, can be abused.

They are an incentive for people to play for Hatch, getting their team killed.

With stubborn enough Survivors, they are almost guaranteed gate escapes with no work put in. If the Killer closes hatch, he has to patrol gates. If the Killer doesnt close hatch, the Survivor waits, does gens maybe. The Killer is forced to wait if he wants a 4k. And even if he can patrol gates, he cant patrol the hatch for a key action escape.

Hatches are great, love em. Its a good feeling giving it to a Survivor you deem worthy. But its a highly abuse-able mechanic. So my suggestion is that closing the hatch either activates only one exit gate, or it forces the Entity to kill the Survivor.

Why? Its a second chance mechanic. It shouldnt give Survivors are willing to force the Killer to wait for their 4k a potential free escape and a boost in MMR.


3- A potential solution to Tunneling. The writing might not exactly fit, because i will be copy-pasting an old post of mine on Steam Forums. Enjoy.

"I think I have an idea that could possibly fix tunneling once and for all, or at least make it much more bearable. And, I would of course love to hear everyone's opinions on this.

Think of it a little bit like Decisive Strike. After being unhooked, you have a 60s time frame where if you get tunneled and downed, this new idea I'm offering activates. "What's the idea?" You may ask. Well, let me explain.

What if, within a certain time frame, if the Killer hooks the same person twice with NO ONE ELSE in between said actions, it doesn't progress hook stages? Think of it like a basekit Reassurance. And for the hook stage to finally progress once again, the Killer must hook another survivor, at which point they both start progressing. (Basically if someone on the 1st hook stage gets tunneled, the 2nd stage won't activate until someone else gets hooked, leaving that person immobile, but still able to come back into the game with just a scratch)

This makes Tunneling much less effective, while still giving the Killer the benefit of having someone on hook and applying pressure. But you might say "Pressure is not enough of a compensation for not progressing a hook stage after downing someone."

You would be right. So, the Killer would get a buff from it. I'm thinking a 5-10% haste on everything as long as there is a non-progressive hook. Hit miss cooldown, hit cooldown, pallet break, generator break, picking up, vaulting and walking speed.

So basically this makes it so that the Killer, if forced to Tunnel (Which is sometimes the case) can at least get some value out of it, and even manage to still get the hook stage if he manages to hook someone else in the meantime.

This effect of course is not permanent, and I'd imagine it lasting from 10s after the hook, lasting throughout the non-progressive hook, and lingering for 10s after it deactivates through an unhook or another person being hooked.

So, instead of instantly getting a hook stage and possibly bullying someone out of the game, the Killer has to split pressure on multiple survivors in order to be efficient with hooking. If he manages to down another person within that time, he gets value. If that survivor gets unhooked before another survivor gets hooked, survivors prevent someone being outed early.

Of course this would allow for a crap ton of bodyblocking, so I imagine it being best if it only works for the 2nd hook stage's activation.

So, TLDR; The Killer, if forced to Tunnel, still gets some value that he can even use to make it work better for himself.

The Survivors, if tunneled, get a lenghty Reassurance, therefore both preventing the Killer from camping for the next hook stage, AND hooking someone until they're dead before even touching anyone else."


So that was the post about Tunneling. Now the 4th.


4- Killer/Survivor Bloodweb imbalance.

There are 4 Survivors, 1 Killer. Survivors play one character as they are all fundementally the same, meaning they can Prestige every Survivor once, and have every perk they need on one character. Killers on the other hand play multiple. You need everyone on P3, especially if you want to future-proof your perk pool for the next Killers to be added.

The same goes for items and offerings. Survivors can have 50 Brand New Parts, Garden Of Joy offerings and Anniversary Flans on one character, while the Killer can have 5 iridescent add-ons, Midwich offerings and Anniversary Offerings on 10 characters.

It's almost impossible for Killers to have less items per character, AND keep up with 4 Survivors that have more items sending you to a map, because your main doesnt have a Sacrificial Ward after you had to spam it to stop going to Coldwind.

Solution: All Killer and Survivor characters should have a shared pool for their offerings. Now, both sides have equal ratioed to the amount of bloodpoints they've spent.


5- This one is VERY important for me.

A Chase Music slider.

I like playing Nurse. Lovely Killer. Its really fun trying to guess where Survivors are through walls based on audio cues. But... You cant really hear Survivors.

Chase music has gotten obnoxiously loud, to the point where it masks healing, repairing and injury noises. This is a virtual handicap with NO relation to balancing. This should NOT be forced.


6- Map brightness messing up with Scratch Marks.

Some maps like Ormond and Coldwind can be too bright for Killers to be able to read Scratch Marks even when staring into the floor. The solution to this shouldnt be colorblind mode. Scratch Marks should either be brighter and redder, or maps shouldnt be bright enough to make them difficult to the eye. Especially maps like Coldwind. Its already Hell trying to walk towards the Survivor when all you can see is God damn corn.


7- Scratch Mark consistency.

Scratch Marks are inconsistent. They can disappear in intervals while the Survivor is running, spawn on walls/ceilings, appear late, appear tilted towards the wrong side, all without the perk Lightweight.

Its not fun when you see a bunch of red stuff on the floor go right only to notice that there's a two meter gap on the left side leading to more Scratch Marks. Instead of spawning with intervals, Scratch Marks should work like a brush that follows the Survivor.

Scratch Marks should also be spawned on the survivors FEET, not any part of their hitboxes. This would prevent Scratch Marks from appearing on walls when you need them on the ground.


8- Scratch Marks on grass.

Quick one, its simple. On maps like Mother's Dwelling, it can be very hard to read Scratch Marks through dense grass. I doubt its a good balancing decision to make Killers able to follow Survivors more effectively on indoor maps than outdoor maps.

Solution: Scratch Marks should also overlay grass texture.


Please let me know of anything i could have missed, or should have added. Thanks!